Jaconir
Game Dev LabStep 9 of 9

Loot Table Simulator

Design weighted drop tables and verify them with Monte Carlo simulation before they ship. Measure real rarity distributions, worst-case droughts and pity behaviour — then export to Godot or Unity.

Table workspace

Edit the table on the left, verify the measured distribution on the right

Table

Total weight 1000

Pity / guarantee

Simulation

Drop entries (6)

ItemRarityWeightMinMaxPer openRemove
50.00%
30.00%
12.00%
6.00%
1.80%
0.20%

No simulation run yet

Set an open count and press Simulate. Results appear here with expected vs observed rates and worst-case droughts.

100,000 opens · seed "jaconir"

Loot analysis

Validate the economy before you export the table

Run a simulation to analyse the economy

Expected vs observed charts stay in the workspace — the report, warnings, and EV breakdown appear here.

Designer presets

Dungeon · boss · treasure · quest · enemy · crafting · daily

Professional tips

Only what changes the table you ship

Probability

Run at least 100 ÷ rarest rate. Read expected vs observed — large deviation on rares usually means too few opens, not a broken table.

Player Psychology

Longest dry streak is the quit moment. Pity turns an unbounded worst case into a known cost players can commit to.

Economy Balance

Separate currency from gear when possible. If gold dominates chest EV, every “drop” feels like a failed roll and inflation creeps in.

Reward Frequency

Multiple rolls compound: 10% × 4 rolls ≈ 34% per open. Use Expected Value Breakdown to see what players actually earn per session.

Continue your game dev workflow

Idea → level → art → collision → audio → progression

More free browser-based game development tools

Game Dev Lab

Frequently asked questions